72 lines
1.6 KiB
HLSL
72 lines
1.6 KiB
HLSL
// OpenRA test shader
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// Author: C. Forbes
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//--------------------------------------------------------
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float2 Scroll;
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float2 r1, r2; // matrix elements
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sampler2D DiffuseTexture = sampler_state {
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MinFilter = Nearest;
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MagFilter = Nearest;
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WrapS = Repeat;
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WrapT = Repeat;
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};
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sampler2D Palette = sampler_state {
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MinFilter = Nearest;
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MagFilter = Nearest;
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WrapS = Repeat;
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WrapT = Repeat;
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};
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struct VertexIn {
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float4 Position: POSITION;
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float4 Tex0: TEXCOORD0;
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};
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struct VertexOut {
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float4 Position: POSITION;
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float3 Tex0: TEXCOORD0;
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float4 ChannelMask: TEXCOORD1;
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};
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float4 DecodeChannelMask( float x )
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{
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if (x > 0)
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return (x > 0.5f) ? float4(1,0,0,0) : float4(0,1,0,0);
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else
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return (x <-0.5f) ? float4(0,0,0,1) : float4(0,0,1,0);
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}
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VertexOut Simple_vp(VertexIn v) {
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VertexOut o;
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float2 p = (v.Position.xy - Scroll.xy) * r1 + r2;
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o.Position = float4(p.x,p.y,0,1);
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o.Tex0 = float3(v.Tex0.x, v.Tex0.y, v.Tex0.z);
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o.ChannelMask = DecodeChannelMask( v.Tex0.w );
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return o;
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}
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float4 Palette_fp(VertexOut f) : COLOR0 {
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float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
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float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
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return tex2D(Palette, p);
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}
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technique low_quality {
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pass p0 {
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DepthTestEnable = false;
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CullFaceEnable = false;
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VertexProgram = compile latest Simple_vp();
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FragmentProgram = compile latest Palette_fp();
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}
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}
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technique low_quality_cg21 {
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pass p0 {
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DepthTestEnable = false;
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CullFaceEnable = false;
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VertexProgram = compile arbvp1 Simple_vp();
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FragmentProgram = compile arbfp1 Palette_fp();
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}
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} |